Video game for enabling reversal of potentially-reversible real-world health conditions of players

ABSTRACT

A system and method may include generating, by a computing system, a list of selectable challenge factors for a player to select one or more challenge factors when playing a video game. The player may be provided with the ability to set a plan for each of the challenge factors. A protocol inclusive of the planned challenge factors may be established to be achieved over a time period. A player interface may be displayed for the player of the video game, where the player interface may show the protocol inclusive of at least a portion of the planned challenge factor(s) along with corresponding input elements associated with each planned challenge factor for the player to account for the planned challenge factors by submitting whether or not the player achieved each of the respective planned challenge factors. Achieving the planned challenge factor(s) causes a health condition to be reversed.

RELATED APPLICATIONS

This application is a divisional of U.S. patent application Ser. No.15/237,544, filed Aug. 15, 2016 which claims benefit of U.S. ProvisionalPatent Application Ser. No. 62/205,551 filed on Aug. 14, 2015, thecontents of which are hereby incorporated by reference in theirentirety.

BACKGROUND

Many if not most people diagnosed with one or more chronic diseases donot know that many chronic diseases, including type 2 diabetes, arepotentially reversible. Such chronic diseases are referred to aspotentially-reversible non-communicable health conditions (PRHCs). Toreverse one or multiple PRHCs, a reversal platform that may includeorganized expert knowledge and a delivery system for such knowledge,special services delivered electronically and/or face-to-face, variousreversal-related products, and electronic and/or real-world meetingplaces may be used by those with PRHCs. Note, within this application,the terms “reversal”, “reverse”, and “reversible” should be construed asimplying the terms “prevention”, “prevent”, and “preventable”,respectively.

PRHC reversal also requires motivation. To motivate a person to beginand stay with the reversal process through completion may include theuse of a system that includes elements of a gratifying game: goal(s),rules, a feedback system, and voluntary participation. To provide aperson with PRHCs with tools for PRHC reversal, via a system thatincludes the game-related elements, the system may take the form of avideo game that involves reversal-related, game-driven playerexperiences performed in the real world as a part of the game—combinedwith a supporting reversal platform.

What is needed is a new category of health games, referred to as“reversal of chronic diseases,” and a video game and correspondingplatform that is entertaining and produces important, “serious”outcomes—i.e., chronic disease reversal—in real life.

SUMMARY

To overcome the lack of health-related video games focused on thereversal of chronic conditions in real life, a new category of healthgames referred to as “reversal of chronic diseases” emerges as a resultof the video game and corresponding platform provided herein. Thepurpose of the video game is to reverse one or morepotentially-reversible health conditions (PRHC) such as type 2 diabetes,in real life. Essentially, the game makes reversing PRHCs easy and fun.

In real life, to reverse one or more PRHCs is to carry out effectivereversal protocols—e.g., one protocol for each day of the week—for alimited period of time. Such protocols, combined to form what isreferred to conceptually as a person's standard reversal protocol, arenothing more than sets of health-related habits and routines. Forreversal protocols to be effective, two criteria may be satisfied: (1)the reversal protocols may contain health habits and routines known toreverse the targeted PRHC(s), and, of equal importance, and (2) thereversal protocols may be perfectly suited to the person, meaning, thereversal protocols may contain health habits and routines that theperson wants to do, is able to do, and is allowed to do. Reversalhappens as a person develops his or her reversal protocols to the pointwhere the reversal protocols become effective. An object of the game isfor the player to develop and carry out effective reversal protocols andreverse their PRHC(s) in the process.

In one embodiment, the video game starts the player off with a set ofvery simple reversal protocols to carry out in real life—e.g., one foreach day of the week. The initial set of protocols may set up the playerto go to bed at a pre-planned bedtime every day, to eat a pre-plannedbreakfast every day, to stop eating each day at least three hours beforebedtime, and to take a pre-planned break Monday through Friday, forexample.

Gameplay may begin when the player decides that he or she wants to makeone or more of his or her reversal protocols more challenging and,hence, more effective. To earn periodic opportunities to make thereversal protocols more effective, the player is to successfully carryout his or her protocols (e.g., a week's worth at a time), to a certainminimum extent, as defined by the game. For example, the player may becommissioned to successfully carry out seven consecutive, day-specificreversal protocols at an average adherence rate of 70% each week; eachsuch challenge is what the game refers to as a “mission.” To help theplayer succeed, the game may provide various in-game tools andmotivational elements, including a supportive computer-controlled playercharacter, helpful non-player characters, and a wide variety of rewardsand other forms of feedback. If the player fails at a given mission(e.g., fails to carry out the week's reversal protocols to the minimumextent required), the game may set the player up to try the missionagain the following week. However, if the player succeeds at a givenmission, he or she earns the opportunity to develop any one or more ofhis or her day-specific reversal protocols to an extent allowed by therules of the game. And, the more missions the player wins, the moreopportunities he or she has to develop the protocols. And, the moredeveloped the protocols become, the more effective the protocols become,and the faster reversal occurs.

Beyond the goals of reversal and prevention, the game provides theplayer with other reasons to continue to play including specialprivileges for “veteran players” (e.g., those who graduate to advancedphases of the game, those who achieve and maintain reversal, etc.); suchprivileges include tournament eligibility, access to an exclusive datingsite for those who pursue PRHC reversal and/or prevention, andstructured opportunities to mentor new players.

The game shows that reversal is possible, that reversal can be fun, andthat it can be forever—or, for at least as long as a player continues toplay the game.

Games present players with challenges. The innovation challenges theplayer to accomplish consecutive missions and sub-missions (subsumedunder each mission), all in accordance with the rules of the game. Asstated earlier, each mission challenges the player to successfully carryout sets of day-specific reversal protocols (e.g., a week's worth at atime), to a certain minimum extent, as defined by the game. And, alongthe same line but on a smaller scale, each sub-mission challenges theplayer to successfully carry out a single protocol (e.g., a single,day-specific protocol), to a certain minimum extent, as defined by thegame.

Generally speaking, for players pursuing reversal of a PRHC, the gameends when the player reverses his or her PRHC(s), and for playerspursuing prevention, the game need never end. More specifically, forplayers pursuing reversal, the game ends upon achieving PRHC reversalunless one or both of the following actions occur: 1) the playerdeclares one or more new PRHC reversal-related goals, and/or 2) theplayer declares one or more prevention-related goals which may includethe prevention of the recurrence of one or more PRHCs. For playerspursuing prevention, the game may be played indefinitely, as long as itsutility and/or its motivational elements continue to gratify the player.

One embodiment of a video game system to provide a video game mayinclude a storage unit configured to store data associated with thevideo game, and a game engine, executed by a processing unit. The gameengine may include a player representation profile engine configured toenable a player to affect a representation of the player in response tothe player achieving challenge factors of the video game. A rules enginemay be configured to apply and enforce rules of the video game. One ormore update components may be configured to be executed by theprocessing unit during the video game, where the update component(s) maybe configured (i) to update points of the player and (ii) to updatechallenge factors available for the player to achieve to advance inplaying the video game. A player interface engine may be configured toaffect functionality of a representation of the player in response tothe player accounting for and achieving or failing to account for or toachieve the real-world challenge factors. The player interface enginemay be configured to direct the player to establish a set of real-worldchallenge factors to achieve, and be responsive to the player (i)accounting for achieving or not achieving the real-world challengefactors and (ii) achieving the real-world challenge factors. The playerinterface engine may be configured to communicate with the updatecomponent(s) to adjust the score of the player as represented by therepresentation of the player. In response to the score of therepresentation of the player being adjusted, the player representationprofile engine may alter functionality of the representation of theplayer to represent that the player's achieving at least a portion ofthe planned challenge factors causes the health condition to bereversed.

One embodiment of a method may include generating by a computing system,a list of selectable challenge factors for a player to select one ormore challenge factors when playing a video game. The player may beprovided with the ability to set a plan for each of the challengefactors. The selected challenge factors and the planned challengefactors may be stored in a data repository. A protocol inclusive of theplanned challenge factors may be established to be achieved over a timeperiod. A player interface may be displayed for the player of the videogame, where the player interface may show the protocol inclusive of atleast a portion of the one or more planned challenge factors along withcorresponding input elements associated with each planned challengefactor for the player to account for the planned challenge factors bysubmitting whether or not the player achieved each of the respectiveplanned challenge factors, such that achieving at least a portion of theplanned challenge factors causes the health condition to be reversed.

BRIEF DESCRIPTION

A more complete understanding of the method and apparatus of the presentinvention may be obtained by reference to the following DetailedDescription when taken in conjunction with the accompanying Drawingswherein:

FIG. 1 is a diagram illustrating a player playing an illustrative videogame and, in response to the player performing physical actions,affecting outcome, such as points, health outcomes, or otherwise, ofrepresentations of the player, such as the player's character;

FIG. 2 is a diagram illustrating contents of an illustrative reversalprotocol comprised of three distinct sub-protocols—an eating protocol, alifestyle protocol, and a medical oversight protocol—each of whichcontain a set of protocol-specific challenge factors that are utilizedin the video game provided herein;

FIG. 3 is a diagram of an illustrative video game network environmentinclusive of electronic devices that access a video game system serverthrough a network;

FIG. 4 is an architecture diagram depicting various illustrative devicesand browsers that access system services and interfaces over acommunications network;

FIG. 5 is an illustration of illustrative modules, including set-upmodules, user interface execution modules, generator modules, andadaptive learning modules that may all interact with the system databasemodules for supporting the video game;

FIG. 6 is a diagram illustrating components of a game engine, where thecomponents may include meter components, engine components, andautomatic update components;

FIG. 7 is a sequence diagram of an illustrative process by which theplayer may use the video game system server to calculate the number ofupgrades available to the player;

FIG. 8 is an illustration of an illustrative gaming report of theplayer's progress in the video game and reversal of his or her PRHC;

FIG. 9 is an illustration of a player interface allowing the selectionof one or more protocol-specific challenge factors that are utilized inthe video game provided herein;

FIG. 10 is a flow diagram of an illustrative process for performing avideo game; and

FIG. 11 is a flow diagram of an illustrative process for performing avideo game.

DETAILED DESCRIPTION OF THE DRAWINGS Overview of Video Game SystemDefinition of a Video Game

According to the Wikipedia page titled, “Video Game,” “[a] video game isan electronic game that involves human interaction with a user interfaceto generate visual feedback on a video device. The word ‘video’ in‘video game’ traditionally referred to a raster display device, but itnow implies any type of display device that can produce two- orthree-dimensional images. The electronic systems used to play videogames are known as platforms; an example of a platform is a personalcomputer.” Definitions of “video game” in other treatises are similar inscope.

The PRHC Video Game within the Universal Set of Video Games

In short, the PRHC reversal system enables people with PRHCs to not onlyreverse and/or prevent their targeted PRHCs, but also have fun in theprocess. As understood, people in general enjoy playing video games.

As a video game, the innovation fits within the definition of a videogame and falls within multiple video game categories.

Video games appeal to a wide range of individuals, and, therefore, serveas a potentially powerful medium by which to capture the interest oflarge numbers of people. In addition to serving as a source ofentertainment, video games provide an extensive range of playerexperiences delivered and/or supported by digital technology. Playerexperiences supported by digital technology may include playerexperiences performed in the real world as a part of the game. Bycontrast, player experiences delivered by digital technology typicallyrefer to player experiences performed in a fictional world. Regardingthe subject PRHC reversal platform, digital technology to both supportand deliver player experiences for the purpose of enabling the player toachieve and maintain good health is used. That is, the PRHC reversalplatform uses digital technology to support player experiences by, forexample, helping the player organize, commit to, and manage variousplayer experiences performed in the real world as a part of a videogame; such experiences include creating, developing, and adhering to areversal protocol—i.e., a protocol designed to enable the player toreverse one or more of his or her potentially-reversible healthconditions. The platform uses of digital technology to deliver playerexperiences by, for example, applying algorithms and presentinghigh-quality graphics to help the player suspend disbelief and, inessence, “pretend” that various game-specific concepts (e.g., “challengefactors,” “missions,” “sub-missions”), elements (e.g., points, praise),and characters (e.g., player and non-player characters), are real.

In terms of its placement within the universal set of video games, thePRHC reversal platform falls into the video game subcategory of “seriousvideo games,” and, within the serious video games category, it fallsinto the category of “healthcare” and the subcategory of serious videogames for health, otherwise referred to as “health games.” As understoodin the art, a serious video game is a type of video game that attemptsto entertain and change the player; such changes may include changes inthe player's attitudes, beliefs, perception of risk, knowledge, skills,and/or behavior. Thus, serious video games have dual and seeminglydisparate goals: 1) to be fun, and 2) to produce important or “serious”outcomes. The serious video games described as health games are thosedesigned to entertain the player and, at the same time, change his orher health behavior(s). Changing health behaviors typically refers tochanging behaviors associated with eating, lifestyle, and/orstress-related activities; such changes often boil down to breaking setsof bad habits and developing sets of good ones. The innovation focusesnot only on entertaining the player and changing his or her healthbehaviors, but also on motivating and training the player to want toengage in various health behaviors, including, for example, systematichealth behavior-related planning, and the systematic reporting of theextent to which behavior-related plans were carried out or “matched.”

A subset of games within the health games category focuses on themanagement of chronic diseases such as type 2 diabetes. That said, nosubset of games within the health games category focuses on the reversalof chronic diseases, despite the fact that many such conditions,including type 2 diabetes, are potentially reversible. Furthermore, theexisting chronic disease-related health games that include playerexperiences performed in the real world as a part of the game do notincorporate the expert knowledge, player autonomy, motivationalelements, and organization used to make reversal and/or prevention ofthe (re)occurrence of one or more PRHCs the goal of a game.

As depicted in FIG. 1, an illustration of a video game environment 100includes a user 102 playing a video game 104 on an electronic device, inthis case a computer 106. The video game 104 may be designed to enable aplayer to reverse or prevent one or more potentially-reversible,non-communicable, lifestyle-related health conditions (PRHCs), such astype 2 diabetes, is shown.

Plan Builder

As shown on FIG. 2, a standard reversal protocol 200 may be comprised ofvarious standard protocols that define rules or processes by which theplayer is to adhere when playing the video game. The standard reversalprotocol 200 may include a standard eating protocol 202, a standardlifestyle protocol 204, and a standard medical oversight protocol 206.One or more respective sets of challenge factors CF₁-CF_(N) may beassociated with each of the protocols 202, 204, and 206 and used by thevideo game 104 of FIG. 1 for gaming purposes.

In operation, the player creates each protocol by interacting with thevideo game 104 and entering plan information. In the video game 104, theplayer may engage in missions that include planning and enacting variousreversal-related behaviors in real life. More specifically, the playermay (1) choose individual system-provided, selectable behavior-relatedchallenges or “challenge factors” on which to focus (e.g., adhering to abedtime and rise time schedule), (2) personalize each challenge factorwith a specific plan (e.g., going to bed every day by 10:00 pm, andgetting up every day at 6:00 am) using a system provided plan builder,and (3) enact those challenge factor plans in real life (i.e., theplayer is to perform the challenge factors). Such plans combine to formwhat is referred to herein as the player's standard reversal protocol200 and may be identified by the system. Each protocol may be defined bya period of time, such as days and/or dates specified. It should beunderstood that the challenge factors described above for each of theprotocols are illustrative, and that other challenge factors may beutilized.

To reverse a player's PRHC, the player develops and follows his or herstandard reversal protocol 200 over time. To develop the standardreversal protocol 200, the game provides the player with an array ofchallenge factors CF₁-CF_(N) that the player may consider including aspart of the protocol, and tools designed to help the player create,carry out, and further develop the protocol over time. More specificallyand as a part of the game, the player has the power to make the protocolmore or less challenging based on the speed at which s/he wants toreverse. The player also has the power to revise the protocol from timeto time (e.g., weekly). In the end, success depends on the player'sability to balance his or her ambition (the speed at which he or shewants to reverse his or her PRHC) against his or her developing abilityto carry out the protocol provided for in the game. The more ambitiousthe protocol and the closer the player follows the protocol, the moregame rewards and privileges the player earns, which results in moreopportunities the player has to further develop the protocol (e.g., addnew challenge factors), which results in the greater the likelihood thatthe player will reverse his or her PRHCs sooner rather than later or atall. The video game may serve as an augmented reality for the player,thereby causing the player to reverse his or her PRHC though success inthe video game, which reduces or eliminates typical mental stress thatoften comes with an individual trying to reverse his or her PRHC.

To motivate the player 102 to continually perform challenge factor plansin real life, the video game 104 provides the player with opportunitiesto earn points, receive virtual awards, and enjoy various privileges asa result of the player being successful in real life achievements. As anexample, a player who follows a meal plan as set forth in the video gamemay cause the player to account for achieving or not achieving challengefactor plans, etc., which, in turn, may cause a representation of theplayer to achieve improved health or a certain performance level orskill, or to achieve rewards of its own.

As noted above, a player representation 108 (e.g., virtual character) inthe video game 104 may benefit as a result of the player's successfulachievement of game-related real world actions. The representation 108may be set forth in non-graphical terms, as well. In an embodiment,functional of the representation of the player may be altered, where thefunctionality may include changing operation of a virtual character,altering the ability for the representation of the player to accessadditional challenge factors, changing player feedback data beingpresented to the player, providing the representation of the player theability to access additional and/or alternative areas within the videogame 104, and so forth. The video game 104 benefits to the player mayinclude earning points 110, receiving virtual awards, achieving higherlevels, and receiving privileges (e.g., access to new areas of the videogame or video game affiliates). Specifically, earned points 110 providefeedback to the player, enabling him or her to determine how to proceed.Additionally and under certain conditions, earned points in the form ofcredits may be redeemed for actual products and services. Such creditsmay also be used by the player to enable friends and family to join inand play the reversal game for themselves for free or at a discountedrate. And, in addition to points, virtual awards, such as trophies andbadges, may be awarded to the player; such awards may be received basedupon the achievement of various behavior-related milestones.

Video Game System Architecture

FIG. 3 is a diagram of an illustrative video game network environment300 inclusive of medical professional devices 302 a-302 b, reversalspecialist devices 302 c-302 d, and user or player devices 302 e-302 f(collectively 302) that may access a video game system server 304 via acommunications network 306. The video game system server has aprocessing unit 308 that executes software 310 to provide for thefeatures and functions (e.g., modules) described herein. The processingunit 308 may be in communication with a memory 312, input/output unit314, and a storage unit 316 that store one or more data repositories318. It should be understood that the processing unit 308, memory 312,110 unit 314, and storage unit 316 may be particularly configured whenexecuting software to perform the video game and other functionality, asdescribed herein. The devices in communication with the video gamesystem server may be desktop computers, laptop computers, mobiledevices, such as tablets and smart phones, or any other networkedelectronic device. The server 304 may host a website, gaming interfaceor otherwise for users of the devices to access via the network.

FIG. 4 is a diagram illustrative of an illustrative video gamearchitecture 400 depicting user or player devices 302 e-302 f accessingplayer interface or player interface engine 402 and associates (e.g.,reversal specialists) devices 302 c-302 d accessing an associatesinterface 404 over the communications network 306. Interfaces 402 and404 may access system services 406 to perform data transformations,provide gaming functionality, store data, and retrieve data using serverdata repositories 318, which may be in the form of a database, such as arelational database. This architecture 400 may support any number ofinterfaces with interfaces 402 and 404 being illustrative. In this way,the flexible, scalable architecture allows the system to serve the needsof a large player population.

The video game system may be set up to support up to millions of playersto play simultaneously. The video game system may operate within thecontext of an individualistic structure, a competitive structure, and/ora cooperative structure, as further described herein.

FIG. 5 is an illustration depicting modules 500 used by the video game.The modules 500 may include video game set-up modules 502, userinterface execution modules 504, generator modules 506, and adaptivelearning modules 508 that may interact with the system database modules510. The modules 500 are utilized by players and support the video gameto assist the player in reversing his or her PRHC.

The setup modules 502 may include a collector module 512 configured tocollect player information, including demographic information,likes/dislikes related to eating and lifestyle, and medical historyinformation. The collector module 512 may be configured to display oneor more graphical user interfaces that provide for listings ofselectable information for the player to provide for his or herdemographic information, likes and dislikes related to eating andlifestyle, and medical history. The information collected by thecollector module 512 may be stored in a data repository in associationwith the player, and used during gaming operations, includingestablishing challenge factors.

The data collected by the setup modules 502 may be communicated to theplatform database modules 510. The platform database modules 510 may beused to store recipes, menus, favorites, likes/dislikes,lifestyles/activities, protocols (current/archive), results, andfamily/friends. The platform database modules 510 may be configured tostore and access the data stored in data repositories associated witheach of the users. As an example, a recipe module may be configured toaccess recipes stored in the data repository. The video game maythereafter access the recipes that are consistent with or match aplayer's food likes to be included in a menu for a meal on a particularday. The platform database modules 510 may manage data associated withthe player, and update the data while the player is playing the videogame. As an example, as a result of the player's achieving certainchallenge factors, the results platform database module of the platformdatabase modules 510 may update the database with the player'sachievement.

The challenge factor selector module 514 may enable the user toestablish challenge factors. The challenge factors may include eatingchallenge factors, lifestyle challenge factors, and medical oversightchallenge factors. The challenge factor selector module 514, in responseto receiving the desired challenge factors for the player, may selectchallenge factors to be set and stored in a data repository inassociation with the player. In an alternative embodiment, the challengefactor selector module 514 may be configured to enable the user to allowfor the video game to automatically select the challenge factors for theplayer. In selecting the challenge factors for the player, the challengefactor selector module may utilize the demographic information,likes/dislikes related to eating and lifestyle, and medical history inmaking the selections that are appropriate for the player. If the playeris to select his or her challenge factors, then the video game maypresent available challenge factors for the player to select may bebased on the player's demographic information, likes and dislikes, andmedical history.

The generator modules 506 may be configured to generate a profile andcalendar for the player. In generating the profile and calendar, thegenerator modules 506 may receive data collected by the collector module512 and challenge factor selector module 514 so that the generatormodules 506 may generate the player profile and calendar. The playerprofile may be inclusive of the player's demographic information, likesand dislikes related to eating and lifestyle, and medical history. Thecalendar may include meals, challenge factors, medical appointments,exercise, specialist visits, family member participation, and any otherinformation related to the video game in which the player is to engagewhile playing the video game.

The user interface/execution module 504 may include a profile module 516that enables the user to create and/or edit his or her profile through auser interface that the profile module 516 may be configured to create.A plan module 518 may be configured to enable the user to generate hisor her plan by which the video game is to use for establishing andmonitoring player standard reversal protocols 200. The plan module 518may store the player's standard reversal protocol 200 in the serverdatabase 318. A plan module 518 may be used in establishing an eatingplan, calendar, and/or other plan, for example, and be used to establishchallenge factors. An earn points module 520 may be configured to enablethe player to earn points while playing the video game. The earn pointsmodule 520 may receive and respond to the player when he or she submitsthat a challenge factor has been completed or has not been completed. Inan embodiment, the player may be able to earn points as recorded by theearn points module 520 by successfully completing actions, tests (e.g.,quizzes about reversal activities, ingredients, meals, exercise, bloodglucose levels, etc.), virtual video game activities (e.g., preparingand cooking virtual meals), or otherwise. In an embodiment, if anelectronic device, such as a wearable electronic device, measures aplayer's exercise, sleep patterns, or otherwise, then the earned pointsmodule 520 may use measurement data collected by the electronic deviceto automatically determine whether or not the player earn points in thevideo game (e.g., if the player took 10,000 steps, the player achieves achallenge factor; if the player went to sleep before 10 pm, the playerachieves a challenge factor).

Test results input modules 522 may enable a medical professional, theplayer, they reversal specialists, or otherwise to submit test results.The test results may include a variety of different tests, includingblood tests, fitness tests, weight tests, or any other test that is ableto show improvement as a result of playing the video game and completingchallenge factors.

A use points module 524 may enable the player 102 and the video gamesystem to use points in a variety of ways. The video game system mayprovide for a number of different point types.

Effort points: Effort points may represent effort that the playerinvests in order to achieve reversal. Total effort points provide acrude measure of the players' effort over a period of time and comparedto other players. Effort points may include challenge factor points.

Challenge Factor Points: Challenge factor points may representprotocol-related effort. Challenge factor points may include accountingpoints and achievement points. In an embodiment, the player may earn anaccounting point each time he or she reports whether or not he or shesuccessfully achieved a particular challenge factor action. The playermay earn an achievement point each time he or she reports havingsuccessfully achieved a particular challenge factor action.

Achievement points: Achievement points may represent challenge factoractions the player achieved or “matched.” The game may use the terms“achieve” and “match” interchangeably for the reason that to achieve achallenge factor action is to meet or “match” a challenge factor planthat defines that action. In the game, some matches may be determined bythe system, and other matches may be determined by the player. Forexample, one challenge factor action may be for a player to enter adaily to-do list no later than 6:00 pm the night before into the videogame system; in this example, the game determines if a match occursbased on whether or not a daily to-do list was entered by the deadlineas defined by the rules of the game.

Automatic analyses performed by the system analyzing the player'splanned or “potential” challenge factor points versus the player'sachieved or “actual” challenge factor points may produce statisticsdescribing the player's level of adherence in terms of percentages. Thevideo game may use these statistics to enforce the rules of the game.The video game may also use the statistics of the player as feedback toenable the player to assess his or her current status as he or she workstoward winning each of the game's missions. As defined by the rules ofthe game, adherence to a reversal protocol, or to one or more protocolelements, may involve (i) acknowledging or “accounting for” one's actionand inaction via physical reporting (e.g., paper reporting) orelectronic reporting (e.g., a web-based reporting system), and (ii)acting in accordance with a reversal protocol or to one or more protocolelements to a measurable extent.

The player may use total accounting points, total achievement points,and/or total effort points to compare his or her level of effort fromperiod to period (e.g., from day to day, week to week, year to year) orto compare his or her own level of effort with the levels of effort ofother players. The game may also use players' challenge factor points inorder to calculate players' handicaps which, in turn, enable players ofvarious levels of experience to compete against one another. Thecompetition may range from a general comparison of relative achievementpoints (e.g., friends or social group comparing their weekly challengefactor efforts) to serious competition between players that may be usedto earn additional points and/or prizes.

A community module 526 may be used to establish a player's community.The community modules 526 may include a household module 528 that mayestablish and maintain interaction with household members of the player,social network module 530 that may be used to maintain communicationwith a players social networks, and competition module 532 that mayenable the player to engage in competition, including games,tournaments, or other gaming interactions via the video game. Each ofthese community modules 526 may be used to encourage the user to succeedin playing the video game. In one embodiment, household members that areable to interact with the video game via the household module 528 mayhelp the player achieves challenge factors. As an example, the householdmembers may perform an activity, such as participating in a challengefactor (e.g., walking a mile in each day of the week with the player),and that participation may be recorded as a successful challenge factor,which helps the player in the video game. Friends of the player whointeract with the video game via the social network module 530 may alsohelp the player achieves challenge factors by the friends participatingin certain activities and recording those activities via the socialnetwork module 530 user interface of the video game.

Adaptive learning modules 508 may be configured to access data beinggenerated by each of the players using the video game to determine whichplayers are reversing their PRHC when achieving their challenge factorsand which are not reversing their PRHC despite achieving their challengefactors. The adaptive learning modules 508 may, in response to learningthat certain players are reversing and other are not reversing theirPRHC, learn to determine how players who have similar characteristicscan reverse their PRHC. As an example, the learning algorithms mayidentify players with similar lifestyles, physical characteristics(e.g., blood types), work lives, and so forth and establish challengefactors that have worked for other players in reversing their PRHC,thereby optimizing the ability and speed of reversal of PRHC for theplayers. The use of K-nearest neighbor and other learning algorithms maybe used as part of the video game and adaptive learning modules 508.

Relational databases on the server database 318 may store the data usedby the video game. The server database 318 may store transactional datathat the system functionality uses to present information to and saveinformation from the player. The data may include charts, reports,statistics, analyses, and machine learning. A regularly-occurringprocess may transform the transactional data in the server database 318into the data formats in the data warehouse. TABLE I below describesdata that may be stored in the server database 318, and be used by thevideo game that, in part, aids in reversal of PRHC of the playersthereof.

TABLE I Relational Databases Used by Video Game 1. Data Warehouse a.Reversal Charts b. Other Results Charts c. KNN d. ERT 2. OperationalData Store Tables and Fields (all tables have a not shown ID field) a.Players i. First name ii. Fast name iii. Email address iv. Accountingpoint total v. Completion point total vi. Bonus point total vii. Startdate viii. Subscription level ix. Last active date b. Players-to-playersrelationships (Players' community) c. Point Transactions i. Date ii.Time iii. Player ID iv. Point amount v. Point type vi. Before balancevii. After balance viii. Challenge factor ID d. Challenge Factors i.Name ii. Domain iii. Category iv. Time component type v. List componenttype vi. Is leveled vii. Is household e. Player Challenge Factors i.Player ID ii. Challenge factor ID iii. Active date iv. Active week v.Ambition level vi. Plan f. Player Representation i. Player ID ii. Nameiii. Facial expression iv. Health status g. Trophies i. Player ID ii.Type iii. Date h. Eligibilities i. Player ID ii. Active date iii.Eligibility type (dating site) i. Player Goals i. Player ID ii. Goaltype (prevention, reversal) iii. Condition ID iv. Start date

Detailed Descriptions of Certain Tool and Module Functionality GameEngine

FIG. 6 is a diagram of an illustrative game engine 600. The game engine600 may include a set of background processes in the system that mayenforce rules of the game and make automatic updates to the game state.The following sets of components may define the game engine: metercalculation components 602, engine component 604, and automatic updatecomponents 606. Additional and/or alternative components may beutilized, as well, such as player interface engine components thatenable the user to interface with the system.

Each of the meter components 602 has a different algorithm forcalculating a numeric value (0 to 100, for example) for the player 102.Numeric values may be rounded to the nearest whole number before eachmeter's numeric value is stored in the server database 318. The metersprovided by the video game system may include a planning consistencymeter 608, an accounting consistency meter 610, a matching meter 612, anambition meter 614, a non-wildcard meals meter 616, a non-wildcard daysmeter 618, an intentionality meter 620, and a flow meter 622 [need toshow flow meter].

Planning Consistency Meter

The Planning Consistency Meter component 608 may calculate the amount ofplanning consistency of the player 102. Consistency in planning is usedby the player 102 to establish a working standard reversal protocol 200.A numeric value for the Planning Consistency Meter may be calculated bycomparing the player's eating, lifestyle, and medical oversight plansfor a current week against a previous week's plans. In one embodiment,plans that are totally consistent may result in a numeric value of 100.The algorithm may consider each planned item for the current week andidentify the exact same planned item in the previous week's plans,disregarding the date property of the two items. To calculate thenumeric value of the Planning Consistency Meter, the algorithm may countthe found planned items, divide that number by either the number of thecurrent week's total planned items or the number of the previous week'stotal planned items, whichever is higher, and multiply the quotient by100. For example, if a player 102 has ten items planned the previousweek, and nine of these items appeared on the current week's schedule,the numeric value stored is 90. Alternative algorithms may be utilized,as well.

Accounting Consistency Meter

The Accounting Consistency Meter component 610 may calculate theplayer's amount of behavioral accounting over the past seven or othernumber of days. Accounting for behaviors helps the player 102 makeadjustments to eating and lifestyle behaviors since the player 102 is torecognize his or her behaviors in order to change those behaviors. Thenumeric value for the Accounting Consistency Meter 610 is calculated bycomparing the player's challenge factor CF₁-CF_(N) amount and the amountof accounting points earned and be averaged for the past seven days, forexample. For the past seven days, the algorithm divides the number ofaccounting points earned for the day by the player's number of challengefactors CF₁-CF_(N). To calculate the Accounting Consistency Meternumeric value, the algorithm may multiply the average of the quotientsby 100. For example, if the player 102 earned these accounting pointsfor the last seven days: 6, 16, 10, 15, 8, 20, 15; and if the player 102had these challenge factor amounts for the last seven days: 12, 32, 10,15, 16, 20, 15; on three days, the player 102 accounted for half of hisor her challenge factors CF₁-CF_(N), and accounted for all of them onthe other four. Therefore, the numeric value stored would be the roundedaverage of 0.5, 0.5, 1, 1, 0.5, 1, and 1 times 100 for a result of 79.

Matching Meter

The Matching Meter component 612 may calculate the player's completionamount of planned behaviors. To properly reverse PRHCs, the player 102may complete planned behaviors. The numeric value for the Matching Metermay be calculated by comparing the player's potential point amount andthe amount of points earned, averaged for the past seven days. For thepast seven days, the algorithm divides the amount of points earned forthe day by the player's amount of potential points. To calculate theMatching Meter numeric value, the algorithm may multiply the average ofthe quotients by 100. For example, if the player 102 matched this manybehaviors for the last seven days: 12, 24, 7, 15, 8, 20, 15; and if theplayer 102 had these challenge factor amounts for the last seven days:12, 32, 10, 15, 16, 20, 15; the numeric value stored is 85 or therounded average of 1, 0.75, 0.7, 1, 0.5, 1, and 1 times 100.

Ambition Meter

The Ambition Meter component 614 may calculate the player'sself-reported level of ambition regarding his or her current set ofchallenge factors. The ambition meter 614 allows the player 102 tocorrectly interpret his or her behavioral outcomes. For example, ahighly ambitious player 102 may be able to see that although they onlymatched 50% of their behaviors, he or she can see his or her actions inthe context of being highly ambitious. The numeric value for theAmbition Meter may be calculated by comparing the player's highestpossible ambition level and the player's actual ambition level. Thehighest possible ambition level may be three multiplied by the amount ofambition-rating responses gathered from the player 102 for challengefactors where a corresponding event is on the player's schedule for thecurrent week. The actual ambition level may be a total of the player'sscored ambition-rating responses for challenge factors where acorresponding event is on the player's schedule for the current week.Ambition-rating responses may be scored as one for low ambition, two formedium ambition, and three for high ambition. The algorithm may dividethe player's actual ambition level by the player's highest possibleambition level. To calculate a numeric value of the Ambition Meter, thealgorithm may multiply the quotient by 100. For example, if the player102 had supplied these ambition-rating responses for challenge factors,where a corresponding event is on the player's schedule for the currentweek: low, medium, high, low, medium, high, and medium; these would bescored as 1, 2, 3, 1, 2, 3, and 2; and the stored numeric value would be67 or 0.666 (14 divided by 21) times 100, rounded. Each month, or othertime period, the system may ask the player 102 to rerate the ambitionlevel associated with each active challenge factor.

Non-Wildcard Meals Meter

The Non-Wildcard Meals Meter component 616 calculates how many of theplayer's recent meals did not include wildcards. Reducing theconsumption of wildcards per meal may improve reversal of PRHCs. Thenumeric value for the Non-Wildcard Meals Meter 616 is calculated bycomparing the player's number of meals that included wildcard foods andthe amount of meals that did not, and be averaged for the past sevendays. For the past seven days, the algorithm may divide the number ofmeals that did not include wildcard foods for the day by the player'snumber of meals. To calculate the Non-Wildcard Meals Meter numericvalue, the algorithm may multiply the average of the quotients by 100.For example, if the player 102 had 20 meals in the last seven days, and15 of them did not include wildcard foods, the stored numeric value is75.

Non-Wildcard Days Meter

The Non-Wildcard Days Meter component 618 calculates how many of theplayer's recent days did not include wildcards. Reducing the consumptionof wildcards overall may improve reversal of PRHCs. A numeric value forthe Non-Wildcard Days Meter may be calculated by comparing the player'snumber of days that included wildcard foods and the number of days thatdid not, and be averaged for the past seven days. For the past sevendays, the algorithm may divide the amount of days that did not includewildcard foods by seven. To calculate the Non-Wildcard Days Meternumeric value, the algorithm may multiply the quotient by 100. Forexample, if the player 102 did not have wildcards on five of the pastseven days, the stored numeric value is 71.

Intentionality Meter

The Intentionality Meter component 620 may calculate the percentage ofthe amount of time in a given week that the player 102 has scheduleditems for (potential versus actual planning amount). For the currentweek, the algorithm may divide the number of minutes in all of theschedule items by 10,080. To calculate a numeric value for theIntentionality Meter, the algorithm may multiply the quotient by 100.For example, if the player's current week's schedule had schedule itemstotaling 5,040 minutes, the stored numeric value is 50.

Flow Meter

The Flow Meter component 622 [need to show in FIG. 6] may be used tocalculate and generate a flow meter, and may calculate the player'squality of his or her current experience playing the video game. A highvalue of the Flow Meter may mean that the player 102 is doing the besthe or she can to reverse his or her PRHCs. A low value of the Flow Metermay mean that the player 102 should make adjustments to his or herstandard reversal protocol 200 or behavior to get on track towardsreversal and to improve the state of the representation of the player102 (e.g., a player's character). The numeric value for the Flow Metermay be calculated using the player's matching level and the amount ofchallenge factors CF₁-CF_(N) recently added, until the player 102 beginsto reverse his or her PRHCs. After which, a value of the Flow Meter maybe calculated by the same method as the numeric value of the MatchingMeter. Before the player 102 reverses his or her PRHCs, two values maybe added together to calculate the numeric value of the Flow Meter. Inone embodiment, the first value is the Matching Meter numeric valuedivided by two. For the second value, a number of new challenge factorsthe player 102 added for the current week divided by the amount of newchallenge factors the player 102 could have potentially added for thecurrent week. The second value may be this quotient multiplied by 100.Adding these two values results in the Flow Meter numeric value. Forexample, if a player 102 had the opportunity to add four challengefactors but only added two, and the player's Matching Meter numericvalue is 80, the stored Flow Meter numeric value is 65.

Character Profile Engine

Another component of the game engine 600 is a Player RepresentationProfile Engine 624, which are part of the engine components 604. ThePlayer Representation Profile Engine 624 may automatically update dataabout the game-controlled player character, which may be displayed onthe player's profile.

When the Accounting Consistency Meter numeric value is lower than athreshold level, such as 50 percent, the Player Representation ProfileEngine 624 may store, in the server database 316, a frowninggame-controlled player character image and a corresponding negativecharacter message (for example, “I'm depressed. I had a lot of things toget done that I didn't get done.”). When the numeric value of theAccounting Consistency Meter is at or above a threshold level, such as50 percent or greater, the Player Representation Profile Engine 624 maystore, in the server database 316, a smiling game-controlled playercharacter image and a corresponding positive character message (forexample, “I got a lot accomplished.”). It should be understood thatadditional and/or alternative character images, static or dynamic, maybe utilized.

When the Matching Meter numeric value is lower than a threshold value,such as 50 percent, the Player Representation Profile Engine 624 maystore in the server database 316 the game-controlled player characterhealth status that represents a negative outcome (for example, “I cannotfeel my feet”, “I cannot see”, “I have chest pains when walking”, and “Ihave to go to dialysis”). When the Matching Meter numeric value is at orgreater than a threshold level, such as 50 percent), the PlayerRepresentation Profile Engine 624 stores in the server database 318 agame-controlled player character health status that represents apositive outcome (for example, “I can feel my feet”, “I can see”, “Ihave no chest pains when walking”, and “I don't have to go todialysis”). These elements of the game-controlled player character'smessage may serve an educational purpose for the player 102 detailingthe potential health ramifications surrounding PRHC s.

When the Non-Wildcard Meals Meter numeric value is lower than athreshold level, such as 50 percent, the Player Representation ProfileEngine 624 may store in the server database 318 a “sluggish” energylevel in the database 318, and the platform adds text to agame-controlled player character's message (e.g., a message from thegame-controlled player character) to the effect that the player 102 isto eat fewer wildcards. When the Non-Wildcard Meals Meter numeric valueis at or above a threshold level, such as 50 percent or greater, thePlayer Representation Profile Engine 624 may store in the serverdatabase 318 an “energetic” energy level in the database 318, and theplatform may remove any wildcard-related text from a game-controlledplayer character's message.

Rules Engine

The Rules Engine 626 may be configured to apply and enforce rules of thevideo game. As an example, the Rules Engine 626 may be configured toprevent the player 102 from altering the player's set of challengefactor CF₁-CF_(N) plans for the current week and enforce other rulesdescribed herein.

When the player 102 does not earn accounting points within a certaintimeframe or the player 102 is not matching to a certain level, therules engine 626 may automatically create a remedial protocol that hasfewer challenge factors than the player's current standard reversalprotocol 200. The rules engine 626 may then send a textual message tothe player 102 asking the player 102 to either 1) contact the reversalspecialist to revise the player's protocol or 2) log into the video gamesystem to adopt the automatically-generated remedial protocol. If theplayer 102 does not take either of these actions within a certain timeperiod, as evidenced by the reversal specialist, for example, the rulesengine 626 may send another textual message to the player 102 statingthat the game is over.

Challenge Factor Update Component

If the player 102 purchases a challenge factor CF₁-CF_(N) using realmoney, virtual money, points, and/or otherwise earns the upgradeallowing for the addition of a new challenge factor CF₁-CF_(N), thechallenge factor update components 628 within the Automatic UpdateComponents 606 make the challenge factors CF₁-CF_(N) available foractivation by the player 102.

If the player 102 is not achieving on a given challenge factor categorywithin a certain timeframe, the challenge factor update component 628may send a textual message to the player 102 suggesting that he or sheapply leveling to the challenge factor category. If the player 102 isnot leveling up for a given challenge factor category within a certaintimeframe, the challenge factor update component 628 may send a textualmessage to the player 102 encouraging him or her. If the player 102 isnot leveling up, the challenge factor update component 628 may send atextual message asking the player 102 about the ambition level of thechallenge factor plan target (e.g., 30 minutes of walking).

In one embodiment, the video game system allows the player 102 to havethe video game system automatically add challenge factors CF₁-CF_(N) tothe standard reversal protocol 200. For example, as the player's skilllevel increases, the system may respond by automatically adding one ormore challenge factors CF₁-CF_(N) to the player's standard reversalprotocol 200.

Points Update Component

As the player 102 plays the video game and performs actions that earnpoints, the points update component 630 records the number of points theplayer 102 earns in a points transaction log on the server database 316.

Privilege Update Component

Once the player 102 earns a certain number of points, which maycorrespond to specific privileges (for example, tournaments, datingsite), the privilege update component 632 may flag these privileges onthe server database 316 as being available for the player 102. Also,points may be used to add or modify inspirational content posted on theplayer's profile.

Trophy Update Component

When the player 102 earns points, the trophy update component 634analyzes the achievements of the player 102 to determine if the player102 is now eligible for any trophies. If the player 102 is eligible, thetrophy update component 634 stores appropriate trophy records in theserver database 316. Examples of trophy eligible achievements mayinclude the player 102 fully maximizing the numeric value of theNon-Wildcard Days Meter as computed by the Non-Wildcard Meals Meter 616and/or Non-Wildcard Days Meter 618 and fully maximizing the MatchingMeter numeric value.

As described earlier, gameplay may begin when the player decides to makethe standard reversal protocol 200 more challenging and, potentially,more effective. To earn periodic opportunities to make the reversalprotocols more challenging—i.e., to earn upgrades—the player maysuccessfully carry out the current protocol to a certain minimum extent,as defined by the game engine 600. For example, the player may becommissioned to successfully carry out seven consecutive, day-specificreversal protocols at an average adherence rate of 70% each week; eachsuch challenge is what the game refers to as a “mission.” To help theplayer succeed, the game may provide various in-game tools andmotivational elements, including a supportive computer-controlled playercharacter, helpful non-player characters, and a wide variety of rewardsand other forms of feedback. If the player fails at a given mission(e.g., fails to carry out the week's reversal protocols to the minimumextent required), the game may set the player up to try the missionagain the following week. However, if the player succeeds at a givenmission, he or she earns the opportunity to develop his or her standardreversal protocol 200 to an extent allowed by the rules of the game. Themore missions the player wins, the more the skill level of the playerimproves, which enables more opportunities for the player to develop thereversal protocol. And, the more developed the protocol becomes, themore effective it becomes, and the faster reversal occurs.

Mission rewards and reward requirements are structured by mission week.One embodiment of such rewards and requirements is presented in TABLEII. In TABLE II, the mission requirement labeled “minimum adherencelevel” refers to the requirement that the player adhere to a particularset of reversal protocols (e.g., a week's worth of reversal protocols,or, more specifically, a set of up to seven consecutive day-specificreversal protocols) to a certain extent. As shown in TABLE II, theminimum adherence level for mission week 3 is 70%, meaning that theplayer is to adhere to or “match” at least 70% of the actions presentedin the protocol set contained in mission week 3. In the case of thisrequirement, the computer controls the player's ability to receivemission-related rewards—e.g., a predetermined number of earnedupgrades—by making sure that the player's adherence level of the missionperiod meets a minimum adherence level, as defined by the game, prior toallowing the player to receive those rewards. In other words, thecomputer reconciles the player's accounting of his or her adherenceagainst the rules of the game. The matching meter component 612 makesthis calculation.

As shown in TABLE II, the reward labeled “protocol upgrades” refers tothe earned opportunity to upgrade the standard reversal protocol 200with one or more upgrades in accordance with the rules of the game. Anupgrade may be defined in at least three ways. One way to upgrade may beto add to the player's standard reversal protocol 200 a new challengefactor, and a corresponding challenge factor plan. For example, oneupgrade may involve adding the challenge factor, “Rise time,” and thenassigning three rise time actions (e.g., 7:00 am Monday, 7:00 amWednesday, and 7:00 am Friday), for instance, to a player's protocol. Asecond way to upgrade may be to “level up” one existing challenge factorplan. In this game, leveling up may refer to raising the difficultylevel of one or more challenge factor action(s) associated with oneparticular challenge factor. For example, an upgrade may involveleveling up the challenge factor plan assigned to the challenge factorlabeled, “Walking.” In this example, the player may elect to level upone or more challenge factor actions in that plan from 30 minutes perwalk to 45 minutes per walk, for example. A third way to upgrade may beto add challenge factor actions to an existing challenge factor plan.For example, one upgrade may involve adding one or more challenge factoractions to an existing challenge factor plan. In this example, a playermay elect to modify his or her current challenge factor plan associatedwith the challenge factor labeled, “Break time,” changing the plan fromhaving one break per weekday from 10:00 am to 11:00 am, to two breaksper weekday, one from 10:00 am to 10:30 am and another from 3:00 pm to3:30 pm. The computer controls the player's ability to upgrade his orher reversal protocol and the number of upgrades allowed based on therules of the game. For example, if the player satisfies the rewardrequirements for Week 3, the game allows the player to make one and onlyone protocol upgrade. In all cases, the number of upgrades allowable tothe player over a given period is determined by the rules of the gameand enforced by the game engine 600.

TABLE II Mission Rewards and Reward Requirements Mission Reward: MissionMission Reward Requirement: Maximum Number of Week Minimum AdherenceLevel Earned Protocol Upgrades 1 50% 1 2 60% 1 3 70% 1 4 80% 1 5 90% 2 690% 2 7 90% 2 8 90% 2

In the embodiment, presented in TABLE II, the game limits the player toone protocol upgrade per mission win per week for the first 4 weeks, andtwo upgrades for each of the next four weeks. This embodiment, describedTABLE II, presents an example whereby the game engine 600 determines theplayer's number of earned upgrades based solely on the player's MatchMeter numeric value. This example is important as it reflects thepossibility that a player may elect to not assign an ambition rating toeach of challenge factors contained in his or her reversal protocol.

By contrast and as described in TABLE III, the game engine may determinethe player's number of earned upgrades (e.g., number of challengefactors that the player is allowed to add) based on not only theplayer's Match Meter numeric value for that particular mission week, butalso on the player's Ambition Meter numeric value for that week. Inother words, TABLE III presents the maximum allowable upgrades, or asdefined in this embodiment, maximum allowable challenge factor additionamount by match meter numeric value and ambition meter numeric value.For example, as illustrated in TABLE III, if the player has a matchmeter numeric value of 95 and an ambition meter numeric value of 50, thegame engine may limit the player to adding at most 2 additionalchallenge factors for the upcoming week. This limits the number ofchallenge factors that the player may take on depending on how much thegame currently challenges the player. Conversely, the game engine maydetermine that the player can or should increase the number of challengefactors, and notify the player to do so.

In summary, to help the player 102 maintain a state of flow and staymotivated while playing the game, the game engine 600 may limit thenumber of available upgrades (e.g., number of challenge factors that theplayer may add during a given week). The data presented in TABLE II andTABLE III illustrate two ways in which the game may calculate the numberof upgrades that a player may earn based on his or her mission protocoladherence.

TABLE III MAXIMUM ALLOWABLE CHALLENGE FACTOR ADDITION AMOUNT BY MATCHMETER NUMERIC VALUE AND AMBITION METER NUMERIC VALUE Ambition MeterNumeric Value 0-33 34-66 67-100 Match Meter Maximum Allowable ChallengeNumeric Value Factor Addition Amount 100 2 4 6 90-99 1 2 4 80-89 0 1 270-79 0 0 1 <70 0 0 0

Upgrade Calculator

FIG. 7 is a sequence diagram illustrative of a process by which theplayer may use the video game system server to calculate the number ofupgrades available to the player. The game engine 600 may calculate thenumber of upgrades earned by the player (for example, the amount ofchallenge factors earned by the player that the player may add to his orher protocol) using the following process. The player 102 may create andenter plans into the player interface 404 at step 702. At step 704, theplayer interface 404 may store the plan data in the database 308 via thegame engine 600. The player 102 may enter challenge factor ambition datainto the player interface 404 at step 706, and at step 708, the playerinterface 404 may store the ambition data in the database 308 via thegame engine 600. At step 710, the game engine 600 may then use theambition meter component 614 to calculate the ambition meter numericvalue for the player 102. At step 712, the player 102 may earn pointsusing the player interface 404, where the player may earn points byachieving challenge factors, performing virtual activities, familymember performing an action, and so forth. The player interface 404 maystore the points data in the database 308 via the game engine 600 atstep 714. The game engine 600 may get plan, points, and ambition datafrom the database 308 at steps 716, 718, and 720. Using the plans andpoints data, the game engine 600 may use the matching meter component612 at step 722 to calculate the matching meter numeric value for theplayer 102. At step 724, using the matching meter numeric value and theambition meter numeric value, the game engine 600 may calculate thenumber of upgrades earned by the player 102 (e.g., the amount ofchallenge factors that the player that the player may add to his or herprotocol 200, whereby each earned challenge factor represents an earnedupgrade).

Analytics Viewer

FIG. 8 is an illustrative video game user interface or analytics viewer800 displayed on an electronic device (not shown) that presents ananalytics viewer 800 that is generated by a video game system. Theanalytics viewer 800 may be displayed on a computer (e.g., desktop orlaptop computer) or mobile device (e.g., mobile telephone, tabletcomputer). The analytics viewer is a display that provides feedback tothe player and serves as a representation of the player. This screenfeatures two sets of feedback data, 1) the player's effort points total818, and 2) the player's reversal protocol adherence 820. The player'seffort points total describes the total amount of effort that the playerhas expended, to date, to reverse his or her PRHC. The screen indicatesthat the player's current earned points total 816 is 315. Other ways toillustrate the player's progress toward reversal may include, forexample, a graphic representation of the player getting skinnier.

The screen also features the player's reversal protocol adherence 820,i.e., the extent to which the player has performed or “matched” his orher reversal protocol over a period of time (e.g., over the course of aweek, a set of weeks, or year to date). Reversal protocol adherence 820reflects the skill level of the player and is communicated as apercentage. In this embodiment, the player's degree of skill—his or herreversal protocol adherence percentage—may be based on the player'sactual challenge factor points earned over a set period of time, dividedby the player's potential points over the same period of time. The gameengine's matching meter component makes this calculation.

The screen featured in FIG. 8 reflects the computer-controlled rulesthat apply to the game's missions. These rules are associated with themissions' reward requirements and the missions' rewards. TABLE IIIpresents one embodiment of such requirements and rewards. Not unlikeother games that include missions, the player meets or exceeds themission reward requirements in order to receive the mission rewards.

As mentioned, FIG. 8 is an exemplary screen presenting an analyticsviewer which is a display that provides feedback to the player andserves as a representation of the player. This screen shows the player'sreversal protocol adherence, or skill level, in percentage terms, over aperiod of time.

The screen illustrated in FIG. 8 shows that the most recent mission weekcompleted by the player was mission week 3 as shown by the mission weekstart date and end date indicator 802, the mission week numeric display804, and the percentage of adherence chart 812. Also shown for that weekis the player's reversal protocol adherence percentage 806, or skilllevel, which is shown as being 70%. The screen may also show a box thatcontains reversal adherence percentage 806 highlighted in color (e.g.,green), indicating that the player has earned at least one upgrade. Themessage to the player 810, also generated by the game engine, informsthe player, “Congratulations! You may add 1 new challenge factor.” Thismessage corresponds to the information presented in TABLE II. Forexample, in TABLE II, column 2 shows that the target adherencepercentage, or skill level, as determined by the game engine; this isthe target that the player may meet or exceed on mission week 3 in orderto earn an upgrade to be applied to a future mission, e.g., thefollowing mission, mission 4. In TABLE III, column 3 shows that if theprotocol adherence level for mission 3 is at least 70%, then the playermay add a maximum of 1 upgrade. In the embodiment illustrated in FIG. 8,the 1 upgrade earned by the player is defined as a new challenge factorthat the player may add. At the bottom of FIG. 8, the player's skilllevel over time is displayed in the percentage of adherence chart 812.As shown, the player's skill level has increased each week, over the 3weeks since he or she started playing the game. In the middle of FIG. 8,the player's year-to-date skill level of 43% is displayed; thisrepresents the player's average skill level across the 3 weeks of play.As shown at the bottom of FIG. 8, each week's skill level is displayedin the percentage of adherence chart 812, reflecting adherence levels of25%, 50%, and 70%, respectively.

In one embodiment, the video game system may allow the player 102 toview his or her skill level as ranked against one or more other players102.

FIG. 9 is an illustration of a player interface 900 allowing theselection of one or more protocol-specific challenge factors that areutilized in the video game provided herein.

To enable the player to create an initial standard reversal protocol200, the game has the player go through its set up. This involvesselecting challenge factors and creating a plan for each one. Achallenge factor is a reversal-related challenge; an example of achallenge factor is “bed time” and an example of a correspondingchallenge factor plan is “bed time at 10:00 pm Sunday through Thursday,and 12:00 am Friday and Saturday.” Each challenge factor plan containsat least one challenge factor action. Each planned enactment of achallenge factor plan is referred to as a challenge factor action. Inthis example of a challenge factor plan for bedtime, seven challengefactor actions are included, one for each day of the week. In otherwords, in this example, the challenge factor plan includes sevenchallenge factor actions per week.

The game provides the player with a list of challenge factors 902 fromwhich to select the one(s) that he or she would like to include in hisor her standard reversal protocol 200. Each of the challenge factorsavailable for selection by the game are considered actions associatedwith the reversal of PRHCs in general, or associated with the reversalof the player's targeted PRHC in particular.

For reversal protocols to be effective, the reversal protocols maysatisfy two criteria:

1. Contain health habits and routines known to reverse the targetedPRHC(s), and, of equal importance.

2. Be suited to the person, meaning, the reversal protocols are tocontain health habits and routines that the person wants to do, is ableto do, and is allowed to do.

The first criterion is upheld by the computer as the game may beconfigured to present to the player for selection those challengefactors that satisfy this criterion. The second criterion may be upheldby the player as he or she creates his or her individual challengefactor plans. Specifically, he or she is to do his or her best to setplans that he or she wants to do, is able to do, and is allowed to do.

In accordance with the rules of the game, the player may be instructedto include certain game-required challenge factor in his or herprotocols. The game enforces this rule by prohibiting the player tocontinue through the set up part until he or she sets a plan for eachrequired challenge factor(s). In addition, the player may be allowed toadd one or more optional challenge factors in accordance with the rulesof the game.

FIG. 10 is a flow diagram of an illustrative process 1000 for performinga video game. The process 1000 may start at step 1002, where a playermay be enabled to affect a representation of the player in response tothe player accounting for and achieving challenge factors of the videogame. At step 1004, rules of the video game may be applied and enforced.At step 1006, points of the player may be updated by one or more updatecomponents, and (ii) challenge factors available for the player toachieve to advance in playing the video game may be updated at step1008. In an embodiment, a player interface engine may be configured toaffect functionality of a representation of the player in response tothe player accounting for and achieving or failing to account for or toachieve the real-world challenge factors. At step 1010, the player maybe directed to establish a set of real-world challenge factors toachieve. At step 1012, the process 1000 may account for achieving or notachieving the real-world challenge factors. A communication may beperformed at step 1014 to adjust the score of the player as representedby the representation of the player. At step 1016, in response to thescore of the representation of the player being adjusted, the playerrepresentation profile engine may alter functionality of therepresentation of the player to represent that the player's achieving atleast a portion of the planned challenge factors causes the healthcondition to be reversed.

FIG. 11 is a flow diagram of an illustrative process 1100 for performinga video game. At step 1102, the method 1100 may include generating alist of selectable challenge factors for a player to select one or morechallenge factors when playing a video game. At step 1104, the playermay be provided with the ability to set a plan for each of the challengefactors. The selected challenge factors and the planned challengefactors may be stored in a data repository at step 1106. At step 1108, aprotocol inclusive of the planned challenge factors may be establishedto achieve over a time period. A player interface may be displayed atstep 1110 for the player of the video game, where the player interfacemay show the protocol inclusive of at least a portion of the one or moreplanned challenge factors along with corresponding input elementsassociated with each planned challenge factor for the player to accountfor the planned challenge factors by submitting whether or not theplayer achieved each of the respective planned challenge factors, suchthat achieving at least a portion of the planned challenge factorscauses the health condition to be reversed.

The foregoing method descriptions and the process flow diagrams areprovided merely as illustrative examples and are not intended to requireor imply that the steps of the various embodiments must be performed inthe order presented. As will be appreciated by one of skill in the art,the steps in the foregoing embodiments may be performed in any order.Words such as “then,” “next,” etc. are not intended to limit the orderof the steps; these words are simply used to guide the reader throughthe description of the methods. Although process flow diagrams maydescribe the operations as a sequential process, many of the operationsmay be performed in parallel or concurrently. In addition, the order ofthe operations may be re-arranged. A process may correspond to a method,a function, a procedure, a subroutine, a subprogram, etc. When a processcorresponds to a function, its termination may correspond to a return ofthe function to the calling function or the main function.

The various illustrative logical blocks, modules, circuits, andalgorithm steps described in connection with the embodiments disclosedhere may be implemented as electronic hardware, computer software, orcombinations of both. To clearly illustrate this interchangeability ofhardware and software, various illustrative components, blocks, modules,circuits, and steps have been described above generally in terms oftheir functionality. Whether such functionality is implemented ashardware or software depends upon the particular application and designconstraints imposed on the overall system. Skilled artisans mayimplement the described functionality in varying ways for eachparticular application, but such implementation decisions should not beinterpreted as causing a departure from the scope of the presentinvention.

Embodiments implemented in computer software may be implemented insoftware, firmware, middleware, microcode, hardware descriptionlanguages, or any combination thereof. A code segment ormachine-executable instructions may represent a procedure, a function, asubprogram, a program, a routine, a subroutine, a module, a softwarepackage, a class, or any combination of instructions, data structures,or program statements. A code segment may be coupled to and/or incommunication with another code segment or a hardware circuit by passingand/or receiving information, data, arguments, parameters, or memorycontents. Information, arguments, parameters, data, etc. may be passed,forwarded, or transmitted via any suitable means including memorysharing, message passing, token passing, network transmission, etc.

The actual software code or specialized control hardware used toimplement these systems and methods is not limiting of the invention.Thus, the operation and behavior of the systems and methods weredescribed without reference to the specific software code beingunderstood that software and control hardware can be designed toimplement the systems and methods based on the description here.

When implemented in software, the functions may be stored as one or moreinstructions or code on a non-transitory computer-readable orprocessor-readable storage medium. The steps of a method or algorithmdisclosed here may be embodied in a processor-executable software modulewhich may reside on a computer-readable or processor-readable storagemedium. A non-transitory computer-readable or processor-readable mediaincludes both computer storage media and tangible storage media thatfacilitate transfer of a computer program from one place to another. Anon-transitory processor-readable storage media may be any availablemedia that may be accessed by a computer. By way of example, and notlimitation, such non-transitory processor-readable media may compriseRAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic diskstorage or other magnetic storage devices, or any other tangible storagemedium that may be used to store desired program code in the form ofinstructions or data structures and that may be accessed by a computeror processor. Disk and disc, as used here, include compact disc (CD),laser disc, optical disc, digital versatile disc (DVD), floppy disk, andBlu-ray disc where disks usually reproduce data magnetically, whilediscs reproduce data optically with lasers. Combinations of the aboveshould also be included within the scope of computer-readable media.Additionally, the operations of a method or algorithm may reside as oneor any combination or set of codes and/or instructions on anon-transitory processor-readable medium and/or computer-readablemedium, which may be incorporated into a computer program product.

The previous description is of a preferred embodiment for implementingthe invention, and the scope of the invention should not necessarily belimited by this description. The scope of the present invention isinstead defined by the following claims.

What is claimed is:
 1. A method, comprising: generating, by a computingsystem, a list of selectable challenge factors for a player to selectone or more challenge factors when playing a video game; providing, bythe computing system, the player with the ability to set a plan for eachof the challenge factors; storing, by the computing system in a datarepository, the selected challenge factors and the planned challengefactors; establishing, by the computing system, a protocol inclusive ofthe planned challenge factors to achieve over a time period; anddisplaying, by the computing system, a player interface of the videogame for the player, the player interface showing the protocol inclusiveof at least a portion of the one or more planned challenge factors alongwith corresponding input elements associated with each planned challengefactor for the player to account for the planned challenge factors bysubmitting whether or not the player achieved each of the respectiveplanned challenge factors, such that achieving at least a portion of theplanned challenge factors causes a health condition to be reversed. 2.The method according to claim 1, further comprising calculating, by thecomputing system, feedback reconciliation points based on the playeraccounting for and actually achieving the challenge factor plans.
 3. Themethod according to claim 1, further comprising establishing, by thecomputing system, the challenge factor plan ambition level as determinedby the player.
 4. The method according to claim 1, further comprisingestablishing a skill level for the player.
 5. The method according toclaim 4, further comprising: modifying a protocol of the player; addinga challenge factor; increasing a level of a challenge factor plan; addchallenge factor actions to a challenge factor plan; remove a challengefactor.
 6. The method according to claim 1, further comprising modifyinga protocol as a skill level of the player increases or decreases basedon the player successfully achieving the challenge factors.
 7. Themethod according to claim 6, wherein the challenge factors arereal-world challenge factors including action to be performed by theplayer.
 8. The method according to claim 7, wherein the playercompleting the challenge factors while playing the video game andincreasing number of points cause representation of the player to bealtered to indicate that the player is reversing a potentiallyreversible lifestyle related, non-communicable health condition.
 9. Themethod according to claim 1, further comprising allowing a player tocompare the player's skill level to the skill level of other players.10. The method according to claim 1, further comprising allowing aplayer to compare a player's relative points to the relative points ofother players.